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#1 |
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Major Dude
Join Date: Sep 2001
Location: Southern California
Posts: 857
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One preset
Almost got it just the way I wanted. Spent to much time on it, but got it close enough for my pleasure. SM
================================== Somaesthesia ================================== [preset00] fGammaAdj=2.700000 fDecay=0.970000 fVideoEchoZoom=2.000000 fVideoEchoAlpha=0.500000 nVideoEchoOrientation=1 nWaveMode=3 bAdditiveWaves=1 bWaveDots=0 bModWaveAlphaByVolume=0 bMaximizeWaveColor=1 bTexWrap=0 bDarkenCenter=0 bMotionVectorsOn=0 bRedBlueStereo=0 nMotionVectorsX=15 nMotionVectorsY=6 bBrighten=1 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=1.500000 fWaveScale=0.634243 fWaveSmoothing=0.150000 fWaveParam=0.200000 fModWaveAlphaStart=1.750000 fModWaveAlphaEnd=0.950000 fWarpAnimSpeed=1.530000 fWarpScale=1.731000 fZoomExponent=1.300000 fShader=0.000000 zoom=1.104960 rot=0.500000 cx=0.500000 cy=0.500000 dx=0.200000 dy=0.200000 warp=0.140156 sx=0.599666 sy=0.999900 wave_r=0.150000 wave_g=0.150000 wave_b=0.150000 wave_x=0.100000 wave_y=0.180000 per_frame_1=wave_r = wave_r + 0.350*( 0.20*sin(0.980*time) + 0.40*sin(1.047*time) ); per_frame_2=wave_g = wave_g + 0.350*( 0.20*sin(0.835*time) + 0.40*sin(1.081*time) ); per_frame_3=wave_b = wave_b + 0.350*( 0.20*sin(0.714*time) + 0.40*sin(1.011*time) ); per_frame_4=q1 = (cx*2-1) + 0.62*( 0.20*sin(0.374*time) + 0.20*sin(0.394*time) ); per_frame_5=q2 = (cy*2-1) + 0.62*( 0.20*sin(0.393*time) + 0.20*sin(0.253*time) ); per_frame_6=q3 = (cx*2-1) + 0.62*( 0.20*sin(0.174*-time) + 0.20*sin(0.464*time) ); per_frame_7=q4 = (cy*2-1) + 0.62*( 0.20*sin(0.234*time) + 0.20*sin(0.171*-time) ); per_frame_8=decay = decay + 0.01*equal(frame%5,0); per_pixel_1=du = x*2-1 - q1; per_pixel_2=dv = y*2-1 - q2; per_pixel_3=ang2 = atan2(du,dv); per_pixel_4=dx = mult*sin(ang2-1.5); per_pixel_5=dy = mult*cos(ang2-1.5); |
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#2 |
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Major Dude
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You're using a variable called mult that you never define.
All your per_pixel code does is take a VERY round-about way of setting dx/dy to zero. ![]() Although it's still kinda cool looking. -- unchained |
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#3 |
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Major Dude
Join Date: Sep 2001
Location: Southern California
Posts: 857
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one thing
I just realized I left out the preset rating, for those that don't disable it in MD you will need to add it. Sorry, SM
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#4 |
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Major Dude
Join Date: Jun 2001
Location: Sydney, Australia
Posts: 977
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From what I can see of that preset, what you've done is taken some dynamic swirls code, and chopped off all the important parts.
None of your per_pixel code actually does anything. Variables are defined, but never used in anything that's visible. And like Unchained said, you're basically setting dx and dy to 0. Because all your per_pixel stuff is irrelevant, that also means that the per_frame lines defining q1-q4 are also unnecessary, and just eating up cpu cycles. Before anyone yells at me - I haven't actually looked at this preset yet. But from the code, I can see there's a whole bunch of unnecessary calculations going on. - Krash |
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#5 |
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Major Dude
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It's actually kinda neat. I considered trying to tame it a bit.
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#6 |
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Guest
Posts: n/a
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Hey, go easy, Krash, old boy
My ones aren't always perfect either, I just throw in some kind of geometry that I can remember and hope it looks cool.... I keep repeating unnecessary stuff too and declaring unnecessary variables. I think it has potential, just needs to be a bit more reactive to the music, it seems to be fairly constant.... but keep going, practice makes perfect (and believe me, I'll need a lot of it!) |
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#7 |
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Major Dude
Join Date: Sep 2001
Location: Southern California
Posts: 857
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Yep
I agree practice is what I need, not much time for me to make presets. My math is very rusty sinse I took college many years ago and did not have much anyway. Krash is right it has a low fps, one of my lowest. Unchained can probably make it better, but I still like it. SM
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#8 |
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Major Dude
Join Date: Jun 2001
Location: Sydney, Australia
Posts: 977
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Not meaning to say it was bad or anything - as I said, I haven't looked at the preset (still haven't gotten around to it). I was just making observations - sorry if I got confrontational. No offense intended.
- Krash |
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#9 |
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Major Dude
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Making it better...
dunno about better, but I fooled around with it for quite a while, just 'cause.
================ Ghostly Export ================ [preset00] fRating=3.000000 fGammaAdj=1.300000 fDecay=0.986000 fVideoEchoZoom=2.464780 fVideoEchoAlpha=0.200000 nVideoEchoOrientation=0 nWaveMode=0 bAdditiveWaves=1 bWaveDots=0 bModWaveAlphaByVolume=0 bMaximizeWaveColor=1 bTexWrap=0 bDarkenCenter=0 bMotionVectorsOn=0 bRedBlueStereo=0 nMotionVectorsX=15 nMotionVectorsY=6 bBrighten=0 bDarken=0 bSolarize=0 bInvert=0 fWaveAlpha=0.793457 fWaveScale=0.212278 fWaveSmoothing=0.000000 fWaveParam=-0.700000 fModWaveAlphaStart=1.750000 fModWaveAlphaEnd=0.950000 fWarpAnimSpeed=1.530000 fWarpScale=1.731000 fZoomExponent=1.300000 fShader=0.000000 zoom=1.000252 rot=0.000000 cx=0.500000 cy=0.500000 dx=0.000000 dy=0.000000 warp=0.140156 sx=1.006049 sy=0.999900 wave_r=0.500000 wave_g=0.500000 wave_b=0.500000 wave_x=0.500000 wave_y=0.500000 ob_size=0.010000 ob_r=0.000000 ob_g=0.000000 ob_b=0.000000 ob_a=0.000000 ib_size=0.010000 ib_r=0.250000 ib_g=0.250000 ib_b=0.250000 ib_a=0.000000 per_frame_1=wave_r = wave_r + 0.35*sin(time*.777); per_frame_2=wave_g = wave_g + 0.35*sin(time*.666); per_frame_3=wave_b = wave_b + 0.35*sin(time*.888); per_frame_4=q1 = (cx*2-1) + 0.62*( 0.20*sin(0.374*time) + 0.20*sin(0.394*time) ); per_frame_5=q2 = (cy*2-1) + 0.62*( 0.20*sin(0.393*time) + 0.20*sin(0.253*time) ); per_frame_6=q3 = (cx*2-1) + 0.62*( 0.20*sin(0.174*-time) + 0.20*sin(0.464*time) ); per_frame_7=q4 = (cy*2-1) + 0.62*( 0.20*sin(0.234*time) + 0.20*sin(0.171*-time) ); per_frame_8=sx=1; per_frame_9=sy=1; per_frame_10=wave_x=wave_x+.3*q1; per_frame_11=wave_y=wave_y+.3*q2; per_pixel_1=du = x*2-1 - q1; per_pixel_2=dv = y*2-1 - q2; per_pixel_3=ang2 = atan2(du,dv); per_pixel_4=bend=cos(du-dv+rad*q3*10-rad*q4*10); per_pixel_5=mult=.03*sin(time); per_pixel_6=zoom=zoom+bend*.1; per_pixel_7=dx = mult*sin(ang2-1.5); per_pixel_8=dy = mult*cos(ang2-1.5); |
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#10 |
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Major Dude
Join Date: Sep 2001
Location: Southern California
Posts: 857
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Quite nice
Whole new preset if you ask me, but quite nice. SM
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